2.22 DERVISH 2.21 BEASTMASTER The Dervish is a semi-spell user of the realms of Arms and The Beastmaster is a semi-spell user ofthe realm ofEssence, who uses Channeling who channels and focuses bis power through the use of his affinity for animals to bind them to bis service. A deadly Arms ritualized dances of power. A true fanatic, the Dervish 's prime requisites combatant, the Beastmaster usually has no compunctions over the use are Intuition and Agility. of The following are the Dervish 's Base Lists: bis animals to ensure his victory. A Beastmaster·s prime requisites are Fascinalion Dances Dead/y Dances Strength and Empathy. A common variant of the Beastmaster is a semi Travelling Dances Changing Dances spell user of the realms of Arms and Mentalism, with prirrie requisites of Te/edance Communing Dances Strength and Presence. Weapon Sk ills: 3/9; 5;6;6; 9;15 Maneuveringin Armor: MagicalSkills: Soft Leather........................5/* Spell Lists........................4/* Rigid Leather Runes.................................. 8 ............................................ Staves & Wands..................6 7/* Channeling.........................2n Chain................................9/* Directed Spells....................15 Plate...................................20 SpecialSkills: General Skills: Ambush.................................3 Climbing............................2/5 Linguistics..........................3/* Swimming..........................1/5 Ad.renal Moves..................1/4 Riding....................................3 Adrena! Defe.nse..................3 Disarming Traps....................5 Martial Arts.......................2/5 Picking Locks .................,....6 Body Development............2/6 Stalk & Hide.........................3 Perception..........................2/4 Other Skills: seeMaster Development Point Cost Table. Prime Requisites: IN/AG.
The following are the Beastmaster's Base Lists:
Sense Enhancement MovementEnhancement Combat Enhancement AnimalBonding Animal Control (As Animal Mastery: Animist Base List) Calm Spirits (As Closed Channeling List)
Weapon Skills: 3n;4; 6; 6; 6; 9
Maneuveríngln Armor: Magical Skills: Soft Leather........................2/* Spell Lisis..........................4/* Rigid Leather...................2/* Runes..................................5 Chain...............................4/* Staves & Wands..................6 Plate....................................6/* Channeling........................13 Directed Spells.....................9 Speclal Skills: GeneralSkills: Ambush.................................3 Climbing............................2/5 Linguistics..........................3/* Swimming..........................2/5 Adrenal Moves..................2n Riding................................1/3 Adrenal Defense................15 Disarming Traps................3/6 Martial Arts........................3/7 Picking Locks....................3/6 Body Development............2/7 Stalk & Hide......................1/4 Perception..........................2/7 Other Skills: see Master Development Point Cost Table. Prime Requisites: ST/PR.